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Berserkers and Selectables


Mudder

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Turns out they've been changed.

 

Going over the new selectable skills it seems pretty cool. From the helpful it seems that:

 

Anger: Their perk for haymaker was removed in favor of headbutt and given some fancy shield blocking. Offhand cleave seems interesting.

 

Fury: Reads to me as the strongest of the 3. Powergrip, Higher skill in 2h? Assault: Enemies take damage no matter what, land more attacks while raged? Yes please.

 

Devastation: Unlimited use of berserk? Seems to benefit high mana races (aka: baby zerks). Basically weapon expertise -- Is it better or just different? Bloodhaze - Doesn't seem to have changed.

 

 

Do these skills live up to details in the help file? Old zerks were terribly underwhelming... I've been burned before.

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Roll a Wolf werebeast devastation Zerk. Pretty fun.

Werebeast also changed. You can now choose beast, apply to even more beasts and now your weapon affects the offensiveness of your claws attack.

 

Does it also affect the defensiveness? If I wear a staff then transform, will my claws have the offense/defense of a staff? Is it still h2h?

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Transformer Werefolfs don't parry. They just dodge.

Raged Devastation zerks don't dodge.

You will defend like yoda.

 

The logical answer is no. You won't defend like a staff because you don't parry.

That said, only Morlhach knows.

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TRANSFORM
Syntax: transform
 
Werebeasts may use this command to transform into their hidden beastly form. The
wait between consecutive transformation is dependant on how long the werebeast
stays transformed.
 
Werebeast are required to undergo a 'coming of age' ritual to
discover their inner beast. While the specifics of the ritual are
a closely-guarded secret, it is known that the werebeasts who survive
are possessed of one of several spirit animals:
 
      Tiger, Wolf, Bear, Falcon
 
Certain werebeast can also APPLY for special wereforms, as long as their
history and RP are appropriate. These are:
 
      Vulture Jaguar, Badger, Boar
 
Please submit an application to immortal with your history, goals and any
other information you think will help clarify why you think you emmulate
one of these special animals.
[Hit Return to continue]
 
See Also: HELP REVERT, HELP WEREBEAST, HELP HISTORY
 

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Thanks Mya, though a safe assumption is that I read the helpfiles and was asking a question focused on more information than that.

 

More specifically: Are the details of transforms an the associated werepower secrets?

I will ask this again for clarification: Why make people apply for Jaguar, Badger, and/or Boar? Are they more powerful and therefore more closely related to a qrace?

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Well, we ran a joke on a Badger zerk some time ago... and someone rolled a badger something.

I managed to fight him twice, and yes he looked more powerful than normal.

I never seen any of the other animals.

 

They appears to be Qanimals, and I suspect that as most quest thing they are more powerful than the regular flavor.

I also suspect that only the imms knows how much.

 

 

 

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Just noticed the changes to hellstream and weaponcleave and wondered if broken or corroded weapons can be repaired? Can sader/malform weapons be broken or corroded? Is it correct to say that fury zerks can still break/corrode burnproofed weapons? When a weapon is broken or corroded I remember the avg dmg lowering, does this apply to its other stats or effects as well? Sorry couldn't find this info anywhere.

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Weapons and armor can be repaired in Falen Dara.

 

Icestorm still (at the moment) destroys weapons. Something I overlooked.

 

Broken armor or damaged armor/weapons decreases damage output and the 'usefulness' (read -AC) of weapons and armor.

 

All berserkers now break with shield and weapon cleave - they don't destroy. Burnproofed weapons CANNOT be broken unless

 

A fury berserker destroys with shield and weapon cleave if it's not burnproofed, if it is burnproofed, they have a chance at breaking it.

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This new breaking instead of destroying is so nice. Finally DK's everywhere will breath easely.

 

If you are still coding Ice storm stuff Morlhach, can I suggest some ideas?

 

Like Icestorm damaging weapons based on saves/roll.

On a save your Ice storm damage the weapon by X.

On a failed save your Ice storm damage the weapon by 5.X .

And burn prof weapons would always save vs break.

OR:

Just allow the spell to damage a bit burnprof weapons where it would break non-burnprof ones.

Still have to pass a save.

 

We could also make jet steam, conduct heat and have a chance to disarm non-burnprof weapons based on your hand becoming to hot.

 

It would create interesting options instead of Call Lightning spam.

 

 

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Just allow the spell to damage a bit burnprof weapons...

 

I see where you are going with that.

 

How about instead, we just allow warriors to bash for -1 round of lag through protective shield. Or to just have a chance to disarm a cursed weapon/shield. Or their arrows to just partially pierce missile shield.

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